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-rw-r--r--src/game/Creature.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
index 2dc48cdefc0..9f3422dbc28 100644
--- a/src/game/Creature.cpp
+++ b/src/game/Creature.cpp
@@ -336,11 +336,11 @@ void Creature::Update(uint32 diff)
switch( m_deathState )
{
case JUST_ALIVED:
- // Dont must be called, see Creature::setDeathState JUST_ALIVED -> ALIVE promoting.
+ // Don't must be called, see Creature::setDeathState JUST_ALIVED -> ALIVE promoting.
sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_ALIVED (4)",GetGUIDLow(),GetEntry());
break;
case JUST_DIED:
- // Dont must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
+ // Don't must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1)",GetGUIDLow(),GetEntry());
break;
case DEAD:
@@ -506,7 +506,7 @@ void Creature::RegenerateHealth()
uint32 addvalue = 0;
- // Not only pet, but any controelled creature
+ // Not only pet, but any controlled creature
if(GetCharmerOrOwnerGUID())
{
float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
@@ -863,7 +863,7 @@ void Creature::sendPreparedGossip(Player* player)
}
// in case non empty gossip menu (that not included quests list size) show it
- // (quest entries from quest menu wiill be included in list)
+ // (quest entries from quest menu will be included in list)
player->PlayerTalkClass->SendGossipMenu(GetNpcTextId(), GetGUID());
}
@@ -1147,7 +1147,7 @@ void Creature::SetLootRecipient(Unit *unit)
void Creature::SaveToDB()
{
// this should only be used when the creature has already been loaded
- // perferably after adding to map, because mapid may not be valid otherwise
+ // preferably after adding to map, because mapid may not be valid otherwise
CreatureData const *data = objmgr.GetCreatureData(m_DBTableGuid);
if(!data)
{
@@ -1556,7 +1556,7 @@ float Creature::GetAttackDistance(Unit const* pl) const
// "The aggro radius of a mob having the same level as the player is roughly 20 yards"
float RetDistance = 20;
- // "Aggro Radius varries with level difference at a rate of roughly 1 yard/level"
+ // "Aggro Radius varies with level difference at a rate of roughly 1 yard/level"
// radius grow if playlevel < creaturelevel
RetDistance -= (float)leveldif;
@@ -1583,7 +1583,7 @@ void Creature::setDeathState(DeathState s)
m_deathTimer = m_corpseDelay*1000;
// always save boss respawn time at death to prevent crash cheating
- if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss())
+ if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY) || isWorldBoss())
SaveRespawnTime();
if(!IsStopped())
@@ -1875,7 +1875,7 @@ bool Creature::IsOutOfThreatArea(Unit* pVictim) const
if(!canAttack(pVictim))
return true;
- if(!pVictim->isInAccessablePlaceFor(this))
+ if(!pVictim->isInAccessiblePlaceFor(this))
return true;
if(sMapStore.LookupEntry(GetMapId())->Instanceable())
@@ -1885,7 +1885,7 @@ bool Creature::IsOutOfThreatArea(Unit* pVictim) const
float AttackDist = GetAttackDistance(pVictim);
uint32 ThreatRadius = sWorld.getConfig(CONFIG_THREAT_RADIUS);
- //Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and ouf of combat every update tick.
+ //Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick.
return ( length > (ThreatRadius > AttackDist ? ThreatRadius : AttackDist));
}
@@ -1954,7 +1954,7 @@ bool Creature::LoadCreaturesAddon(bool reload)
return true;
}
-/// Send a message to LocalDefense channel for players oposition team in the zone
+/// Send a message to LocalDefense channel for players opposition team in the zone
void Creature::SendZoneUnderAttackMessage(Player* attacker)
{
uint32 enemy_team = attacker->GetTeam();